Base Class: Monk
The Way of the Demon Monkey is based on the belief that fighting with honor is just a fancy way of putting yourself at a disadvantage, and that the only thing that matters in a fight is who wins and not how they win. The techniques taught in this tradition include several martial arts techniques considered by most to be unfair or dishonorable, including techniques such as feinting, disarming the opponent, going after weak spots, taunting the opponent, and using concealing weapons even when going into what is supposed to be an unarmed fight.
Art of Deceit and Intimidation
When you choose this tradition at 3rd level, you gain proficiency in the Deception and Intimidation skill if you don't already have it. The Way of the Demon Monkey not only teaches martial arts techniques, but also how to mess around with your opponent through words, and make them more prone to making mistakes creating openings for you to take advantage of.
Teachings of Demon
At 3rd level, you learn four Battle Master maneuvers, which you can spend 1 ki point on to use on an attack. The maneuvers you learn are:
- Feinting Attack: You can roll a d8 and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the d8 to the attack's damage roll.
- Goading Attack: When you hit a creature with a weapon attack, you can roll a d8 to attempt to goad the target into attacking you. You add the d8 to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Trip Attack: When you hit a creature with a weapon attack, you can roll a d8 to attempt to knock the target down. You add the d8 to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
- Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can roll a d8 and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the d8 to your Strength (Athletics) check.
Environmental Advantage
At 6th level, you gain the ability to use the environment to your advantage as a bonus action. These advantages differ based on what environment you are in, with those being:
- Demon of the Marsh: When in a muddy environment (jungle, swamp or marshland), you can sling mud onto the ground to make the target slip and fall prone, or sling mud into the eyes of the target, causing temporary blindness.
- Demon of the Earth: When in a rocky environment (mountain, cave or rocky desert), you can smash nearby rocks to create caltrops that damage the target if stepped on or create dust clouds that cause the area to become heavily obscured.
- Demon of the Ashes: When in a dusty environment (desert, volcano or beach), you can throw sand into the eyes of the target, which stuns the target for a short moment and causes temporary blindness.
Hellish Symphony of Crackle
At 11th level, you can spend 3 ki points as a bonus action on an attack to strike or dislocate a target's limb to 'disable' it, in which the target must make a Constitution save roll. On a failed Constitution save, the target is unable to use the affected limb for 5 minutes, meaning that for example if the target's leg was affected the target's speed would be cut down to a quarter, or if the target's arm was affected it would be unable to use two-handed weapons.
If this feat is used on a target who is grappled, the target will have a disadvantage on their Constitution save roll.
Gishashinmōi
At 17th level, you achieve the ability of Gishashinmōi, which allows you to enter a state of being and mind in which the user cuts off all of their morals and ethics in order to overcome whatever obstacle they are faced with. As a bonus action, you can spend 5 ki points to activate this form, which causes your eyes to become a glowing white and grants you an aura of black plus any other color of choice, which lasts for 10 minutes. This form ends early if incapacitated or you die.
While in this form, you gain the following benefits:
Roar from Hell. When activated, every creature (except for allies) within a 10-meter radius must make a Wisdom save roll. On a failed save, those creatures will become frightened.
Body of Demon. You gain an advantage on Intimidation and Acrobatics rolls, an extra +4 AC, a speed increase of 20, and you add 1d8 bludgeoning damage for every unarmed strike.
Mind of Demon. You gain immunity to being frightened, charmed, surprised and distracted.
Soul of Demon. When you fail an ability check or saving roll on any stat, you can remake the check and take the new result. You can use this ability twice, but after that you can't use it again until the next time you use Gishashinmōi.
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